Enhanced time sense and learning

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Archived from groups: rec.games.frp.gurps (More info?)

> >> you can keep what they are able to learn
> >> under control by out-of-game factors, like the amount of Modular
> >> Abilities they have.
> >
> >No, modular abilities do work nicely to model standard computer programs
> >running on today's machines, not the TL9 learning architectures of
> >Transhuman Space's computers. Having infomorphs use some kind of slots to
> >use skills, with limited memory and the like, would strongly go against
the
> >setting, which clearly sets a difference between software to run and
learned
> >skills.
>
> I know NOTHING of the setting, so let me know: these machines are able
> to record EVERYTHING and to learn as fast as they can download?
> And to use it at once, without delay, every time it is needed?
>

Of course not, information needs to be processed and, in order to generate a
skill increase, the machine, just like a human, must spend time 'learning'
it, using todays AI programming concepts to describe it I would say that
their clouds of actors need time to evolve, that their software neural nets
reconfigure and develop new strategies. The setting presumes that Sapient
AIs are capable of thought just like humans do, and that Non-sapient and
Low-sapient AIs are still able to learn stuff much like humans do, just from
experience, without pre-coded algorithms.
Once the AI has learnt it though, it can use the new skill every time it
needs, just as a trained human brain can form meaningful words every time it
needs, one it has learnt how to speak.

> It seems thousand of points worth, if it is so.

It depends on how fast raw data results in learning. That being the starting
point of the discussion in fact.

> I mean, in this setting teaching is dead?

No, of course not, just yesterday I was sitting at my computer, writing a
little program which basically will propose a few millions scenarios to a
genetic algorithm that I'll prepare next week, I guess I'll have it run for
a couple minutes, I hope it (the neural net) will learn something useful,
namely how to sort data more efficiently. That's teaching, and it may take a
while. TS take on computers is much the same as today's artificial life
algorithms, so teaching is not dead at all, just as today's AI software, it
takes a good 'teacher' to have the AI learn something useful, and it takes
time. The problem is: how much time? ETS and the economics of AI software
proposed in Transhuman Space seem to suggest a relatively high rate of
learning on the part of AI operating systems. Which is a true mess when you
have PCs using AIs.
 
Archived from groups: rec.games.frp.gurps (More info?)

On Fri, 15 Apr 2005 17:24:13 +0200, "Inverno"
<invernomutoai*NoSpamDamnYou*@hotmail.com> wrote:

>> You can only process the information as fast as you can get it.
>>
>
>Yes, but, since we are considering engineered hardware I presume that
>bottlenecks have been solved through today's or sci-fi methods and the
>speeds I use are for the whole system.

Then just tell your players that all skills are free and see what
happens.
 
Archived from groups: rec.games.frp.gurps (More info?)

"Scooter the Mighty" <Greyguy3@hotmail.com> ha scritto nel messaggio
news:1113587707.948706.84400@z14g2000cwz.googlegroups.com...
> My philosohpy of GMing is when the rules collide with a particular
> setting in such a way that campaign balance is destroyed, you simply
> change the rules.
>

Yes, I just need good reasons to explain why a sapient computer can't learn
stuff at the same speed it can react to situations, so far, taking a point
here and there, I think I've managed to reduce (through relatively realistic
reasoning) the learning rate to around times faster than the average human,
which should mantain the economics of the setting (too strong a slow down
wouldn't allow the AI software market as given in the books) and at least a
bit of balance with the biologic characters. Of course I care for my
campaign and I wouldn't let a rule (not to mention an indirect application
of a rule, even if pretty logic after my point of view) ruin it, that being
the reason I posted my problem in the first place.

> I'm not sure why being able to learn at a huge rate is a problem. I'm
> guessing it's because you're allowing them to earn experience points
> through study, which is a rule I've done away with long ago.
>

Oh? Why?
 
Archived from groups: rec.games.frp.gurps (More info?)

In article <d3p371$mno$1@news.service.uci.edu>,
LukeCampbell <lwcampbe@uci.thetrash.edu> wrote:
>Inverno wrote:
>
>>Oh, nope, not at all, to plit an atom you just need a free neutron
>>intercepting the core of the atom you want to split, if you use an atom
>>which is large enough, like uranium, even a relatively slow neutron can
>>break it, that actually happens in nature continuously as part of a
>>radiating element's decayment process.
>>
>Free neutrons only break apart certain very special (quite heavy)
>nucleii. Slow free neutrons can only do this to isotopes with an odd
>number of nucleons, the rest take fast neutrons. Now neutrons can make
>lots of different isotopes (although by no means all of them) unstable,
>so that they eventually decay via other radiative processes, but this is
>not really splitting the atom. It is also not the usual method of
>getting radioactive decay. Usually, no free neutrons are needed, the
>nucleus just rearranges itself on its own (spitting out the odd bit of
>refuse in the process, like an electron, positron, gamma ray, or helium
>nucleus).
>
>Luke
>


Why do I only seem to be getting about 20% of the messages that come
through here?

Slow neutrons don't really "break" a nucleus. U235 becomes U236 in an
excited state, which fissions with a microseconds half-life. Neutrons in
a reactor are moderated so that absorption becomes more likely--
absorption at thermal speeds goes as 1/v, so the slower the better. It's
obviously not the kinetic energy that busts up the nucleus.

Fast neutrons (and fast protons, for that matter) can bust apart a
nucleus-- spallation. E.g. the Spallation Neutron Source at Los Alamos,
which shoots a high-energy proton beam into a liquid lead target.
Anything heavier than H can be broken up by an energetic projectile,
--
"We don't grow up hearing stories around the camp fire anymore about
cultural figures. Instead we get them from books, TV or movies, so the
characters that today provide us a common language are corporate
creatures" -- Rebecca Tushnet
 
Archived from groups: rec.games.frp.gurps (More info?)

On a dark an dismal Fri, 15 Apr 2005 17:07:41 +0200, in flickering
lamplight "Inverno" <invernomutoai*NoSpamDamnYou*@hotmail.com> scribed
with phoenix quill:
>"mike" <mike@invariant.freeserve.co.uk> ha scritto nel messaggio
>news:j2co51htms9mi9bdjab33r233ienla2aut@4ax.com...
>> I think you'll find that the wavelength of light would be what
>> prevents microscopic vision from seeing atoms.
>> I'd have no problem with clairvoyance used to 'know' what's happening
>> at the molecular level, though.

>Well, that was already overcome by using shorter wavelengths, frequencies
>beyond the range of visible light, as we already do with our very real
>electron-microscopes which are well able to get resolutions in the atomic
>scale.

Just to throw in a nano-spanner, electron-microscopes don't use
photons, for that reason. (And need to be at point-blank range etc).
As I understand it, vision powers are passive-receptive (unless they
are an attack form), and are still locked into the EM spectrum. Unless
they are Psychic based of course.
This is weird, bouncing between fantasy and reality like this !

>When Gurps states that you can see stuff at such nanoscopic levels I
>believe they imply the use of such technologies, none says the act of seeing
>must always pass through a purely 'optical' chain. In TS such technology is
>quite widespread, being a nanofacturing society in many ways.

How advanced is nanotechnology in that setting? Do they have Utility
fog? Are there any wild nanodevices being a help/hindrance.
Is it a threatened utopia, or a civilisation in a mess?
What is mortality like? I mean, what we call death they could regard
as minor glitch in continuity?
Sorry, Nanotech is a pet subject of mine, that and time travel 🙂

<<#>>

>Yeah, I would be interested in figures for such nano-scale fusions, of
>course I didn't presume it would be much. Maybe I'll research the delta-M
>resulting of the fusion of the various elements on google and then calculate
>the mass-energy produce myself.

I guess we could ask in the Physics Ng. But they seem to have major
crank problems at the mo. If you do find out would you let me know
please?

<<#>>
>Yep, heat-induced kinetic movement would be a problem. You might take a very
>small quantity (but still more than a couple atoms) and first bring that
>quantity to solid state through relatively high pressure, then focus on the
>single atoms and begin fusing them.

That might have the effect of Cooling the target, and liberating heat
from that would be like melting a microbe sized ice-cube.

<<#>>

>> Fusion could be done a different way though.
>> Take a item, crush to a point. Crush the point to a point, and so on.
>> Heat would be liberated, and it'd prolly try to explode.
>> At some er, 'point', the atoms would fuse.
>
>That's a very interesting approach for larger scale fusions... maybe it
>might be interesting to try to draw a table where you can read how much
>telekinesis you need to generate a certain amount of energy per second
>through this method, and what level of microscopic vision (or skill
>modifier) should be applied.

Err, none. You are just crushing an item, you don't need to look at
the atoms and molecules. After all you know where they are going.

>At some point, with enough telekinesis, you
>might get enough heat localized in a point that a chain reaction would
>become statistically likely, which would indeed lead to explosion.

I think of it like a small sun, with PK as a replacement for gravity.
If you could keep the pressure just right, not too loose or the heat
goes out, not too tight or Bang!
either way you would end up with a iron dot, as fusion tends to
produce iron. (Eventually anyway).

>> Now this *would* require some Strong PK, but not too much.
>> You don't want to make a singularity 🙂
>>
>> Do you?
>
>Oh dear, better not to think of singularities 🙂 I was considering, some
>months ago, on another list, that the way some electrical-based magic
>effects are defined in D&D might allow for speculation on them actualy being
>magnetic 'monopoles', this being another reason I don't master D&D often, my
>usual group of players could destroy the universe through some paradox way
>too easily ;-)

Ah? I can help you there, Just have the D&D universe manna/psi based
instead of particle based. This means there are no atoms in the D&D
universe. Everything seems normal on the surface but is fundamentally
magical/psychic if they ever dig into the subject.

Or if you like, a personal favourite (bias as I thought it up), the
characters are entertainment AI’s in a computer generated world, and
they don't know it. That works in all games 🙂

Seriously though, no-one has ever seen an atom, they are deduced from
the facts we have, it's quite possible we have misinterpreted the
clues.
If so things wouldn't change on our level, but it would move our
perception of what is physically possible.
Chew on them thoughts a while 🙂

--

Mik 🙂


The line below is true
The line above is false
 
Archived from groups: rec.games.frp.gurps (More info?)

mike wrote:

>Seriously though, no-one has ever seen an atom, they are deduced from
>the facts we have, it's quite possible we have misinterpreted the
>clues.
>If so things wouldn't change on our level, but it would move our
>perception of what is physically possible.
>Chew on them thoughts a while 🙂
>
Actually, some people actually have seen atoms. With their own eyes. A
group at the University of Washington managed to isolate a single barium
ion, and by irradiating it with a beam from a laser tuned to one of its
electrical transitions managed to get it to glow blue strongly enough to
be visible. You could look in a little window into the vacuum chamber
and there it was, a little blue speck.

Luke
 
Archived from groups: rec.games.frp.gurps (More info?)

"Inverno" <invernomutoai*NoSpamDamnYou*@hotmail.com> wrote in message
news:lYT7e.3046$Bn.559@tornado.fastwebnet.it...
>
> "Scooter the Mighty" <Greyguy3@hotmail.com> ha scritto nel messaggio
> news:1113587707.948706.84400@z14g2000cwz.googlegroups.com...
>> My philosohpy of GMing is when the rules collide with a particular
>> setting in such a way that campaign balance is destroyed, you simply
>> change the rules.
>>
>
> Yes, I just need good reasons to explain why a sapient computer can't
> learn
> stuff at the same speed it can react to situations, so far, taking a point
> here and there, I think I've managed to reduce (through relatively
> realistic
> reasoning) the learning rate to around times faster than the average
> human,
> which should mantain the economics of the setting (too strong a slow down
> wouldn't allow the AI software market as given in the books) and at least
> a
> bit of balance with the biologic characters. Of course I care for my
> campaign and I wouldn't let a rule (not to mention an indirect application
> of a rule, even if pretty logic after my point of view) ruin it, that
> being
> the reason I posted my problem in the first place.
>
>> I'm not sure why being able to learn at a huge rate is a problem. I'm
>> guessing it's because you're allowing them to earn experience points
>> through study, which is a rule I've done away with long ago.
>>
>
> Oh? Why?
>

In my first experience with GURPS, the GM allowed this rule, but usually
didn't give us enough time between things happening to us for us to get all
studied up. We ended up with too much accounting for my taste, with one of
the players making spreadsheets to keep track of the amount of time everyone
studied various skills. Frankly, it bored my ass off.

As far as I'm concerned, the point of fantasy role playing is for your
characters to have adventures, not to sit around the library cramming for
calculus tests. I've also found that it pushes people to run their
characters against their nature sometimes. If the whole party is sitting
around earning free points, then characters who are not studious by nature
feel like they're missing out if they don't join in. Just toss the
occasional extra point their way, and it all comes out about the same.
 
Archived from groups: rec.games.frp.gurps (More info?)

"mike" <mike@invariant.freeserve.co.uk> ha scritto nel messaggio
news:l3s16112icn11l0mc38kq01gsbsdf96r14@4ax.com...
> On a dark an dismal Fri, 15 Apr 2005 17:07:41 +0200, in flickering
> lamplight "Inverno" <invernomutoai*NoSpamDamnYou*@hotmail.com> scribed
> with phoenix quill:
> >"mike" <mike@invariant.freeserve.co.uk> ha scritto nel messaggio
> >news:j2co51htms9mi9bdjab33r233ienla2aut@4ax.com...
> >> I think you'll find that the wavelength of light would be what
> >> prevents microscopic vision from seeing atoms.
> >> I'd have no problem with clairvoyance used to 'know' what's happening
> >> at the molecular level, though.
>
> >Well, that was already overcome by using shorter wavelengths, frequencies
> >beyond the range of visible light, as we already do with our very real
> >electron-microscopes which are well able to get resolutions in the atomic
> >scale.
>
> Just to throw in a nano-spanner, electron-microscopes don't use
> photons, for that reason. (And need to be at point-blank range etc).
> As I understand it, vision powers are passive-receptive (unless they
> are an attack form), and are still locked into the EM spectrum. Unless
> they are Psychic based of course.
> This is weird, bouncing between fantasy and reality like this !
>

Indeed, using an electron microscope wouldn't be fully optical cycle, as I
said, but you could use them, maybe with a malus, like when you use TV to
aim teleport.

> >When Gurps states that you can see stuff at such nanoscopic levels I
> >believe they imply the use of such technologies, none says the act of
seeing
> >must always pass through a purely 'optical' chain. In TS such technology
is
> >quite widespread, being a nanofacturing society in many ways.
>
> How advanced is nanotechnology in that setting? Do they have Utility
> fog? Are there any wild nanodevices being a help/hindrance.
> Is it a threatened utopia, or a civilisation in a mess?
> What is mortality like? I mean, what we call death they could regard
> as minor glitch in continuity?
> Sorry, Nanotech is a pet subject of mine, that and time travel 🙂
>

They have fully developed wet nanotechnology and limited experimental dry
nanotechnology. Thus they have no true high-speed nanofacs, but plenty of
manufactured and reprogrammable nanobots on the molecular level.
Mortality is a minor problem for the rich, something to plan in advance in
order to avoid it for the average (pay insurance that ensures the full array
of medical care techniques, including radical nanosurgery, which can fix
almost anything), and of course it is still a problem for the relatively few
who can't afford hightech.
Having to choose I would say it's more on the 'civilisation in a mess' side,
especially in the Earth-Moon area, where memes spreading at the speed of
light through the web-sphere and striding technology bring major news every
month, and likely one big world-shaking event/discovery a year, but overall
pretty optimistic, I would say that 'it is a mess but throught our
technology we can still manage its complexity' setting.

> >Yep, heat-induced kinetic movement would be a problem. You might take a
very
> >small quantity (but still more than a couple atoms) and first bring that
> >quantity to solid state through relatively high pressure, then focus on
the
> >single atoms and begin fusing them.
>
> That might have the effect of Cooling the target, and liberating heat
> from that would be like melting a microbe sized ice-cube.
>

Of course you shouldn't use water, considering its oddities. I doubt the
overall process would be highly effective, there are certainly easier ways
to get energy out of TK, but it is an exemple of the weird applications of
Gurps super-powers when coupled with high technology.

> <<#>>
>
> >> Fusion could be done a different way though.
> >> Take a item, crush to a point. Crush the point to a point, and so on.
> >> Heat would be liberated, and it'd prolly try to explode.
> >> At some er, 'point', the atoms would fuse.
> >
> >That's a very interesting approach for larger scale fusions... maybe it
> >might be interesting to try to draw a table where you can read how much
> >telekinesis you need to generate a certain amount of energy per second
> >through this method, and what level of microscopic vision (or skill
> >modifier) should be applied.
>
> Err, none. You are just crushing an item, you don't need to look at
> the atoms and molecules. After all you know where they are going.
>

Yep, but, if you have not enough TK to apply enough pressure on a visible
object you'll need to apply it to smaller parts of it, thus you'll need an
increasing level of microscopic-vision.

> >At some point, with enough telekinesis, you
> >might get enough heat localized in a point that a chain reaction would
> >become statistically likely, which would indeed lead to explosion.
>
> I think of it like a small sun, with PK as a replacement for gravity.
> If you could keep the pressure just right, not too loose or the heat
> goes out, not too tight or Bang!
> either way you would end up with a iron dot, as fusion tends to
> produce iron. (Eventually anyway).
>

Yep, Iron would be a sideproduct if you can't get into supernova pressures,
until iron though you would get your nifty micro-share of energy.

> >> Now this *would* require some Strong PK, but not too much.
> >> You don't want to make a singularity 🙂
> >>
> >> Do you?
> >
> >Oh dear, better not to think of singularities 🙂 I was considering, some
> >months ago, on another list, that the way some electrical-based magic
> >effects are defined in D&D might allow for speculation on them actualy
being
> >magnetic 'monopoles', this being another reason I don't master D&D often,
my
> >usual group of players could destroy the universe through some paradox
way
> >too easily ;-)
>
> Ah? I can help you there, Just have the D&D universe manna/psi based
> instead of particle based. This means there are no atoms in the D&D
> universe. Everything seems normal on the surface but is fundamentally
> magical/psychic if they ever dig into the subject.
>
> Or if you like, a personal favourite (bias as I thought it up), the
> characters are entertainment AI's in a computer generated world, and
> they don't know it. That works in all games 🙂
>

Yes, I've used both in the past, but I usually like best maintaining physics
and adding to them metaphysics rather than exchanging the first for the
second altogether. Gurps magic isn't as damaging to physics as some D&D
spells are so I'm often allowed the hynrid solution, when I happen to run a
d&d game I just make sure to justify everything with magic and I hold my own
'divertissements' to myself and eventually a forum 😉

> Seriously though, no-one has ever seen an atom, they are deduced from
> the facts we have, it's quite possible we have misinterpreted the
> clues.

Well, our microscopes provide a lot of facts, both about their geometry and
their physics, but of course nothing is ever certain and data is never
beyond further additions, especially in such borderline fields.

> If so things wouldn't change on our level, but it would move our
> perception of what is physically possible.
> Chew on them thoughts a while 🙂
>

We must discuss facts along with our present knowledge, otherwise we fall
into 'everything is possible' which in turn is just a form of nihilism. I
rarely take care of specifing it, but it should be subsumed that I mean:"as
far as our present knowledge allows..." or, in the case of an RPG setting
"after the physical reality and available knowledge presented in this
setting..."
 
Archived from groups: rec.games.frp.gurps (More info?)

"LukeCampbell" <lwcampbe@uci.thetrash.edu> ha scritto nel messaggio
news:d3p371$mno$1@news.service.uci.edu...
> Inverno wrote:
>
> >Oh, nope, not at all, to plit an atom you just need a free neutron
> >intercepting the core of the atom you want to split, if you use an atom
> >which is large enough, like uranium, even a relatively slow neutron can
> >break it, that actually happens in nature continuously as part of a
> >radiating element's decayment process.
> >
> Free neutrons only break apart certain very special (quite heavy)
> nucleii. Slow free neutrons can only do this to isotopes with an odd
> number of nucleons, the rest take fast neutrons. Now neutrons can make
> lots of different isotopes (although by no means all of them) unstable,
> so that they eventually decay via other radiative processes, but this is
> not really splitting the atom. It is also not the usual method of
> getting radioactive decay. Usually, no free neutrons are needed, the
> nucleus just rearranges itself on its own (spitting out the odd bit of
> refuse in the process, like an electron, positron, gamma ray, or helium
> nucleus).
>
> Luke
>

"As part of" is the keyword here, of course the neutrons intercepting nuclei
have to come from some source, which is rearranging cores, but statistically
fission happens within a decaying element. This is what I was told in my
nuclear chemistry course, but it was years ago and I have not been studying
similar stuff for a long time so I might recall wrongly.
 
Archived from groups: rec.games.frp.gurps (More info?)

> >> I'm not sure why being able to learn at a huge rate is a problem. I'm
> >> guessing it's because you're allowing them to earn experience points
> >> through study, which is a rule I've done away with long ago.
> >>
> >
> > Oh? Why?
> >
>
> In my first experience with GURPS, the GM allowed this rule, but usually
> didn't give us enough time between things happening to us for us to get
all
> studied up. We ended up with too much accounting for my taste, with one of
> the players making spreadsheets to keep track of the amount of time
everyone
> studied various skills. Frankly, it bored my ass off.
>
> As far as I'm concerned, the point of fantasy role playing is for your
> characters to have adventures, not to sit around the library cramming for
> calculus tests. I've also found that it pushes people to run their
> characters against their nature sometimes. If the whole party is sitting
> around earning free points, then characters who are not studious by nature
> feel like they're missing out if they don't join in. Just toss the
> occasional extra point their way, and it all comes out about the same.
>
>

Well, you don't have to study to learn, adventuring is in fact great for
improvement, why not to use Gurps's standard method, give points for
adventures AND give points for the use of time between them? If you are
always adventuring you'll earn most CPs during adventures, if you spend much
time studying you'll earn most CPs through the use of time.
 
Archived from groups: rec.games.frp.gurps (More info?)

"Inverno" <invernomutoai*NoSpamDamnYou*@hotmail.com> wrote in message
news:1wM8e.6798$Bn.5043@tornado.fastwebnet.it...
>> >> I'm not sure why being able to learn at a huge rate is a problem. I'm
>> >> guessing it's because you're allowing them to earn experience points
>> >> through study, which is a rule I've done away with long ago.
>> >>
>> >
>> > Oh? Why?
>> >
>>
>> In my first experience with GURPS, the GM allowed this rule, but usually
>> didn't give us enough time between things happening to us for us to get
> all
>> studied up. We ended up with too much accounting for my taste, with one
>> of
>> the players making spreadsheets to keep track of the amount of time
> everyone
>> studied various skills. Frankly, it bored my ass off.
>>
>> As far as I'm concerned, the point of fantasy role playing is for your
>> characters to have adventures, not to sit around the library cramming for
>> calculus tests. I've also found that it pushes people to run their
>> characters against their nature sometimes. If the whole party is sitting
>> around earning free points, then characters who are not studious by
>> nature
>> feel like they're missing out if they don't join in. Just toss the
>> occasional extra point their way, and it all comes out about the same.
>>
>>
>
> Well, you don't have to study to learn, adventuring is in fact great for
> improvement, why not to use Gurps's standard method, give points for
> adventures AND give points for the use of time between them?

I've pretty much given my reasons already. I find doing so subtracts from
the game and doesn't add to it. It encourages boring accounting sessions.
I don't see any real reason why giving points in this way is necessary.

> If you are always adventuring you'll earn most CPs during adventures, if
> you spend much
> time studying you'll earn most CPs through the use of time.
>
Right, and I at any rate do not want to run an adventure where people earn
most of their CPs through use of time.
 
Archived from groups: rec.games.frp.gurps (More info?)

On Sat, 16 Apr 2005 13:44:19 +0100, mike
<mike@invariant.freeserve.co.uk> wrote:

[...]
>Ah? I can help you there, Just have the D&D universe manna/psi based
>instead of particle based. This means there are no atoms in the D&D
>universe. Everything seems normal on the surface but is fundamentally
>magical/psychic if they ever dig into the subject.
[...]
>Seriously though, no-one has ever seen an atom, they are deduced from
>the facts we have, it's quite possible we have misinterpreted the
>clues.
>If so things wouldn't change on our level, but it would move our
>perception of what is physically possible.

Ever tried the Mage:The Ascension RPG? ^_______^

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
Archived from groups: rec.games.frp.gurps (More info?)

On a dark an dismal Mon, 18 Apr 2005 17:25:38 GMT, in flickering
lamplight korinNOduvalSPAM@yahoo.it (Korin Duval) scribed with phoenix
quill:
<<#>>
>Ever tried the Mage:The Ascension RPG? ^_______^
>
>Korin Duval

Played a small game or two, then it kinda fizzled out.
As far as i can tell, the universe had laws of physics that were
flexible and everyone's mind influenced directly what they did.
We stopped i think, due to an out of game disagreement on if Quiet
effect continued if you gained quintessence enough to loop round and
absorb the Parradox. Also, i thought Quiet effect removed Parradox.
That and i was unwilling to play a unhinged character seriously.
It struck me as poor taste, and i could see reasonable actions that
would probably kill the character.
I guess i was therefore avoiding any paradox actions, essentially it
crippled the character.

--

Mik 🙂

New! Atomic Shampoo, with added Uraniuim.
For people who just want to Wash, & Glow.
 
Archived from groups: rec.games.frp.gurps (More info?)

On Mon, 18 Apr 2005 21:40:51 +0100, mike
<mike@invariant.freeserve.co.uk> wrote:

[...]
>>Ever tried the Mage:The Ascension RPG? ^_______^
>>
>>Korin Duval
>
>Played a small game or two, then it kinda fizzled out.
>As far as i can tell, the universe had laws of physics that were
>flexible and everyone's mind influenced directly what they did.

Yep.
And the Technocracy wants everyone to believe in laws of physics, and
since what is believed in comes true... Humanity is screwed.

>We stopped i think, due to an out of game disagreement on if Quiet
>effect continued if you gained quintessence enough to loop round and
>absorb the Parradox. Also, i thought Quiet effect removed Parradox.
[...]

The game, expecially 2nd edition, is not really clear on the Quiet and
on the effects of the Paradox.
However, since it's a game which talks about imposing one's view on
the reality, against the guided will of the masses, it's good that GMs
are encouraged to find "their way", rather than the D&Deque way of
"add this, subtract that".

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
Archived from groups: rec.games.frp.gurps (More info?)

mike wrote:
> I think you'll find that the wavelength of light would be what
> prevents microscopic vision from seeing atoms.
> I'd have no problem with clairvoyance used to 'know' what's happening
> at the molecular level, though.

What about the quantum level?

Wilson
 
Archived from groups: rec.games.frp.gurps (More info?)

On a dark an dismal 22 Apr 2005 20:54:49 -0700, in flickering
lamplight "Max Wilson" <wilson.max@gmail.com> scribed with phoenix
quill:

>mike wrote:
>> I think you'll find that the wavelength of light would be what
>> prevents microscopic vision from seeing atoms.
>> I'd have no problem with clairvoyance used to 'know' what's happening
>> at the molecular level, though.
>
>What about the quantum level?
>
>Wilson

Too much happening. (And just what would you See?)
Anyway i like to assume that Psi is a Quantum based phenomenon.
Therefore looking at that level is like using your unaided eyes to see
the back of your head.
If you subscribe to a different philosophy, would the use of
clairvoyance at the quantum level be classed as an Observation, aka
measurement? If so it would collapse the wave function and give any
poor Psi empowered Scientist a headache.
Mind you QT gives everyone a headache 🙂

--

Mik 🙂

--------------
You were called - Yesterday - At - Twenty-three -
Fifty-nine - and Fifty-seven - Seconds.
The caller withheld their number.
 
Archived from groups: rec.games.frp.gurps (More info?)

mike wrote:
> Too much happening. (And just what would you See?)
> Anyway i like to assume that Psi is a Quantum based phenomenon.
> Therefore looking at that level is like using your unaided eyes to
see
> the back of your head.
> If you subscribe to a different philosophy, would the use of
> clairvoyance at the quantum level be classed as an Observation, aka
> measurement? If so it would collapse the wave function and give any
> poor Psi empowered Scientist a headache.
> Mind you QT gives everyone a headache 🙂

Yes, that's what I was trying to allude to. Clairvoyance may or may not
impart momentum to a system, which messes up Heisenburg's original
reasoning; it would be interesting to see if clairvoyance affects a
two-slit experiment.

Speaking from ignorance,
Max Wilson